Latest Video from 13th of April

I’ve been watching the latest video of “Double Dragon in 3D” (Do we know if the name of the game has been announced yet?), and it really looks like the enemies with shield are charging forward to distract the player while the enemies with spears are trying to flank them.

I don’t know if that’s a coincidence or not, but it’s pretty cool to watch. :slight_smile: I wonder what other strategies the enemies are cooking up. I’m thinking the bunnies are looking a little /too/ innocent.

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Internally we’re referring to the project with a codename; no title yet but we’ll be sure to announce it when we confirm one!

The flanking behaviour isn’t coincidental—we can have enemies that approach only from certain angles. Positioning is central to how we’re designing the gameplay so enemies that can displace you (eg by getting behind you) are a big part of it.

As for the bunnies, we now have a way to trigger “sounds” (not actual audio, but conceptual events that the AI can react to) that interact with an NPC’s awareness, so the bunnies are less likely to sit blissfully like in the earlier video. :stuck_out_tongue:

Are you saying that you could be sneaking up on some enemies, only to have a bunch of bunnies run up to you and break your cover?

Shoo, bunny! Shoo!

You might need to watch your step, yes. :slight_smile: There’s some things we want to try that we always wished video game stealth did.

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The flanking behaviour definitely mixes it up and makes enemies more dangerous; even when they’re just moving around as they reposition, the fact that they’re not always beelining towards the player in a predictable manner makes it a case of “I want to take a swing at these guys to deal with them because they’re trying to get behind me, but it’s also kind of risky because I might miss and open myself up to being hit from the ones in the front”.

The spear goblin enemies are surprisingly effective with that little bit of extra attack distance, then throw in flanking and they can get the player good while throwing a wrench into the player’s decision-making process due to the spear’s slow windup, extra range, and potential danger of a player having to displace themselves to reach them